Most of the work Lindens are doing in regard to mesh just now is to stabilize the viewer and servers, mesh problem fixing and performance improvements. Today they went through answering questions posted to the meeting agenda, a typical meeting with some interesting items.

Prim Equivalence
By now you probably know Prim Equivalence (PE) is a complex way of representing how mesh uses up render resources. It is confusing, especially if one does not read how it is supposed to work in the wiki. Most people don’t bother to read the wiki. After finding they can’t figure it out, they complain in the forum and blame the Lindens for a dumb idea that is broken. Well… if one make an attempt, it is not too hard to understand.